Patched shading in graphics processing

    公开(公告)号:US11200733B2

    公开(公告)日:2021-12-14

    申请号:US16711098

    申请日:2019-12-11

    Abstract: Aspects of this disclosure relate to a process for rendering graphics that includes performing, with a hardware unit of a graphics processing unit (GPU) designated for vertex shading, a vertex shading operation to shade input vertices so as to output vertex shaded vertices, wherein the hardware unit adheres to an interface that receives a single vertex as an input and generates a single vertex as an output. The process also includes performing, with the hardware unit of the GPU designated for vertex shading, a hull shading operation to generate one or more control points based on one or more of the vertex shaded vertices, wherein the one or more hull shading operations operate on at least one of the one or more vertex shaded vertices to output the one or more control points.

    Indefinite texture filter size for graphics processing

    公开(公告)号:US09646359B2

    公开(公告)日:2017-05-09

    申请号:US14616404

    申请日:2015-02-06

    CPC classification number: G06T1/60 G06T1/20 G06T15/00 G06T15/04

    Abstract: An example method of filtering in a graphics processing unit (GPU) may include storing, by a texture engine of the GPU, filter coefficients of a filter as a texture memory object (TMO) in a texture cache of the GPU in response to a first instruction. The method may include retrieving, by the texture engine, filter coefficients from the texture cache in response to a second instruction. The method may include storing, by the texture engine, pixel data in the texture cache of the GPU in response to the second instruction. The pixel data may include one or more pixel values. The method may include filtering, by the texture engine, the pixel data stored in the texture cache using the retrieved filter coefficients.

    GPU-accelerated path rendering
    5.
    发明授权

    公开(公告)号:US09619853B2

    公开(公告)日:2017-04-11

    申请号:US13787363

    申请日:2013-03-06

    CPC classification number: G06T1/00 G06T11/203 G06T2200/28

    Abstract: This disclosure is directed to techniques for performing GPU-accelerated path rendering. A GPU is described that is configured to receive data indicative of a path segment of a path to be rendered, tessellate the path segment into a plurality of primitives, and render at least one of a fill area and a stroke area for the path segment based on the plurality of primitives. The techniques of this disclosure may be used to improve the performance of path rendering operations, to reduce memory bandwidth requirements needed to perform path rendering operations, and/or to reduce the memory footprint needed to perform path rendering operations.

    INDEFINITE TEXTURE FILTER SIZE FOR GRAPHICS PROCESSING
    6.
    发明申请
    INDEFINITE TEXTURE FILTER SIZE FOR GRAPHICS PROCESSING 有权
    用于图形处理的独立纹理滤波器尺寸

    公开(公告)号:US20160180548A1

    公开(公告)日:2016-06-23

    申请号:US14616404

    申请日:2015-02-06

    CPC classification number: G06T1/60 G06T1/20 G06T15/00 G06T15/04

    Abstract: This disclosure describes techniques for performing filtering in a graphics processing unit (GPU), The GPU may include a texture engine and a texture memory configured to store pixels and filter coefficients and at least one processor. The at least one processor may be configured to: store filter coefficients as a texture memory object (TMO) in the texture memory accessible to the texture engine in response to a first instruction, retrieve the filter coefficients from the texture memory in response to a second instruction, store pixels from the texture memory in a texture cache of the texture engine in response to the second instruction, and filter the pixels using the retrieved filter coefficients.

    Abstract translation: 本公开描述了在图形处理单元(GPU)中执行滤波的技术。GPU可以包括纹理引擎和被配置为存储像素和滤波系数的纹理存储器以及至少一个处理器。 所述至少一个处理器可以被配置为:响应于第一指令,将纹理存储器对象(TMO)存储在纹理引擎可访问的纹理存储器中,以响应于第二指令从纹理存储器检索滤波器系数 指令,响应于第二指令,在纹理引擎的纹理缓存中从纹理存储器存储像素,并且使用检索的滤波器系数对像素进行滤波。

    PREFIXED SUMMED LENGTH IN GRAPHICS PROCESSING
    8.
    发明申请
    PREFIXED SUMMED LENGTH IN GRAPHICS PROCESSING 有权
    图形处理中的预设长度

    公开(公告)号:US20150062142A1

    公开(公告)日:2015-03-05

    申请号:US14321409

    申请日:2014-07-01

    Abstract: In an example, rendering graphics data includes determining, with a graphics processing unit (GPU), a texture offset for a current segment of a plurality of ordered segments of a dashed line, where the texture offset for the current segment of the plurality of ordered segments is based on an accumulation of lengths of segments that precede the current segment in the order, and pixel shading the current segment including applying the texture offset to determine a location of the current segment.

    Abstract translation: 在一个示例中,渲染图形数据包括使用图形处理单元(GPU)确定虚线的多个有序段的当前段的纹理偏移,其中多个有序的当前段的纹理偏移 段是基于按顺序在当前段之前的段的长度的累积,以及对当前段着色的像素,包括应用纹理偏移以确定当前段的位置。

    EXTENDING DX11 GPU FOR PROGRAMMABLE VECTOR GRAPHICS
    9.
    发明申请
    EXTENDING DX11 GPU FOR PROGRAMMABLE VECTOR GRAPHICS 有权
    扩展用于可编程矢量图形的DX11 GPU

    公开(公告)号:US20140043342A1

    公开(公告)日:2014-02-13

    申请号:US13841407

    申请日:2013-03-15

    CPC classification number: G06T17/20 G06T9/00 G06T11/203 G06T2200/28

    Abstract: The present disclosure provides for path rendering including receiving, with a graphics processing unit (GPU), data indicative of a path segment of a path to be rendered. The systems and methods render the path segment by performing a fill of the path segment, which includes tessellating the path segment into a first plurality of primitives including a triangle per primitive, storing a first plurality of primitives in a stencil buffer, and drawing a bounding box of the path segment and rendering the bounding box with a stencil test enabled. The systems and methods also stroke the path segment, including tessellating the path into a second plurality of primitives, re-tessellating the second plurality of primitives, cutting the second plurality of primitives according to a dash pattern, creating a cap at a location of a cut, and creating a triangulation of a stroke and rasterizing the stroke based on the triangulation.

    Abstract translation: 本公开提供路径渲染,包括用图形处理单元(GPU)接收指示要呈现的路径的路径段的数据。 系统和方法通过执行路径段的填充来呈现路径段,其包括将路径段细分为包括每个图元的三角形的第一多个图元,将第一多个图元存储在模版缓冲区中,以及绘制边界 框的路径段,并渲染了启用了模板测试的边界框。 所述系统和方法还中断路径段,包括将路径细分为第二多个基元,重新镶嵌第二多个图元,根据破折号图案切割第二多个图元,在第 切割,并创建一个中风的三角测量,并基于三角测量光栅化中风。

    Patched shading in graphics processing

    公开(公告)号:US12211143B2

    公开(公告)日:2025-01-28

    申请号:US18447155

    申请日:2023-08-09

    Abstract: Aspects of this disclosure relate to a process for rendering graphics that includes performing, with a hardware unit of a graphics processing unit (GPU) designated for vertex shading, a vertex shading operation to shade input vertices so as to output vertex shaded vertices, wherein the hardware unit adheres to an interface that receives a single vertex as an input and generates a single vertex as an output. The process also includes performing, with the hardware unit of the GPU designated for vertex shading, a hull shading operation to generate one or more control points based on one or more of the vertex shaded vertices, wherein the one or more hull shading operations operate on at least one of the one or more vertex shaded vertices to output the one or more control points.

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